Christoph Kubisch
NVIDIA Developer Technology Engineer. Past game & tech artist, quake2/3 mods (CrazyButcher). Personal account, speaking for myself. he/him
@pouncelight.bsky.social
#TinyGlade is a small relaxing diorama builder where you doodle whimsical castles, cozy cottages & romantic ruins. 🐑 http://s.team/a/2198150 💌 https://pouncelight.games/tiny-glade/
@newincpp.bsky.social
High Empress of Compute Units at Remedy, typo queen, Movie lover and Linux fan
@grisevg.bsky.social
Pretends to be a Graphics Programmer, multiplying by -1.0f. I like video games and people who make them. Ex R*. Helped out with Horizon Remaster and TLOU2 port. All opinions are my own and not rated by the ESRB. He/him.
@thibaulttricard.bsky.social
Associate Professor in Computer Graphics in the Maverick team at LJK/Inria Grenoble.
@osor.io
Senior VFX/Graphics Programmer working @ Rockstar Games All posts/opinions/views my own :)
@iquilezles.bsky.social
Math & Art Videos. * https://youtube.com/Inigo_Quilez * https://iquilezles.org Created Shadertoy, Pixar's Wondermoss, Quill, and more.
@thisnorthernboy.bsky.social
Available for personal and commercial work. Illustrator, artist, and writer from the UK. Yorkshireman. Spaceships, robots, & imaginary places. Creator of the Weird Field World. Find me here - https://linktr.ee/thisnorthernboy
@papaninja.bsky.social
Aka PapaNinja. Senior concept artist at Respawn. I make doodles. Opinions are my own.
@mooneysart.bsky.social
Concept guy! - https://cara.app/mooney https://www.twitch.tv/moonsdesign
@sparth.bsky.social
@Meta. Formerly: Tencent, Microsoft, IDSoftware, Ubisoft, Halo Infinite Art Director, Halo 5, Halo 4, Prince of Persia, Assassin's Creed, RAGE, Author of the STRUCTURA Art Books.
@donw.bsky.social
Head of Rendering @ Pacific Light & Hologram Past: ~30 games/engines/platforms including Fable, Splinter Cell, Total War, Dauntless, No Mans Sky, DeepMind Lab, etc. Lionhead/Microsft, Ubisoft, Google/DeepMind, SEGA, etc.
@ko-dll.bsky.social
My name is Karel Matějka. I am a pixel art enthusiast and the creator of the BZZZT game, released on Steam, Switch, and GoG.
@marcosalvi.bsky.social
Computationally responsible deep learning and real-time graphics research @ NVIDIA. Personal opinions only.
@jiayincao.bsky.social
Senior Devtech @Nvidia. Former graphics engineer at Ready At Dawn, Naughty Dog, Ubisoft. Views are my own.
@tomgauld.bsky.social
Cartoonist and Illustrator. My book of science cartoons, PHYSICS FOR CATS, is available to preorder! www.tomgauld.com
@fabinou.bsky.social
@augusthakansson.bsky.social
50% of Motvind Studios - unlikely gamedev, artist and animator - any/all - working on BEYOND THE PLASTIC WALL
@selfresonating.bsky.social
Bearded Code Monkey. Currently helping make Decima tick at Guerrilla Games. Previously Engine Tech Wizard at Q-Games. My opinions are my own.
@zino2201.bsky.social
20 | Engine Programmer @ Asobo Studio | I like rendering 3D triangles in < 16 ms. C++ daily driver and Rust at home
@vrkomarov.bsky.social
Graphics programmer at Lesta Games (prev Wargaming St. Petersburg) Here I post about computer graphics and my engine/renderer mastodon.gamedev.place/@VrKomarov https://x.com/VrKomarov
@nigeljw.bsky.social
GPU Software Architect at Arm. Previously, Unity, PlayStation, and Qualcomm. My opinions do not represent any of my current or past employers.
@kostasanagnostou.bsky.social
Lead Rendering Engineer at Playground Games working on Fable. Always open for graphics questions or mentoring people who want to get in the industry. I tweet about graphics mostly. Views my own. Blog: https://interplayoflight.wordpress.com/
@gyhyom.bsky.social
Pixel artist, 2D animator & Motion designer at @Headbang.club - Art Director on #DeathTower - Lead Artist on #MetalSlugTactics for #LeikirStudios https://www.kickstarter.com/projects/headbangclub/deathtower-the-overclocked-roguelite-tactical-rpg
@scifiart.bsky.social
Posting human made Sci-Fi art My band 👉 All India Radio https://linktr.ee/allindiaradioband https://linktr.ee/Scifiart
@jcgt-announce.bsky.social
Just for announcing articles published in the Journal of Computer Graphics Tools, a diamond open access (free for all) journal at https://jcgt.org
@pjbomb2.bsky.social
Just a guy who likes to learn and play with graphics, with a focus on realtime pathtracing. I enjoy chatting/messages! Always looking for new opportunities Github: https://github.com/Pjbomb2/TrueTrace-Unity-Pathtracer
@tuankuranes.bsky.social
cpu, gpu @sketchfab @fab @epicgames Computer graphics from c64 to ungodly number of shader processor on modern 3d rigs Only cpu/gpu/dev/gamdev/vfx content
@nicebyte.bsky.social
the only good anime pfp acct · http://gpfault.net · http://github.com/nicebyte · http://nice.graphics
@shannonin3d.bsky.social
SIMD Sorceress 💼: Slang at NVIDIA: https://shader-slang.com Slang WG Chair, Khronos Past: Chrome, Android graphics at Google, 3D APIs at Transgaming Fun: guitar/vox w/ https://youtube.com/@courtneysshotgunshack 👫: @meggsomatic.tv
@simonschreibt.bsky.social
⭐VFX Portfolio: https://www.artstation.com/simont 📝Game Art Tricks: https://simonschreibt.de/ 💌Newsletter: https://simonschreibt.de/newsletter/ 🌳Linktree: https://simont.de/ 👋Discord: https://discord.simonschreibt.de 🚀My game: https://tinyurl.com/p3d9vtb9
@jasper-bekkers.bsky.social
Founder & CTO of Traverse Research, Graphic Programming Conference co-organizer. Ex SEED & Frostbite
@froyok.fr
"For those who come after" - Gustave Aka Lady Bloom. ☀️🇫🇷 Principal Product Manager on Substance 3D Painter. Stay up at night to fiddle with shader stuff. - https://www.froyok.fr/ - https://mastodon.gamedev.place/@froyok
@diracd.bsky.social
Senior Manager on the NVIDIA rtcore team. PewPew rays. Personal account, speaking for myself. he/him.
@doragonhanta.bsky.social
Graphics engineer with deep experience from IrisGL to Vulkan. NVIDIA DevTech Engineer specializing in real-time rendering, Vulkan, and ray tracing. Focused on efficient graphics samples, optimizing shaders, and bridging the gap between code and pixel.
@momentsingraphics.bsky.social
Graphics researcher at TU Delft. Formerly Intel, KIT, NVIDIA, Uni Bonn. Known for moment shadow maps, MBOIT, blue noise, spectra, light sampling. Opinions are my own. https://MomentsInGraphics.de
@icare3d.bsky.social
Research scientist in Computer Graphics at NVIDIA Research. This is a personal feed, opinions are my own. @[email protected]
@runevision.bsky.social
Indie game developer, procedural generation enthusiast, Dane in Finland. I made Eye of the Temple, now working on The Big Forest. 📍 Turku, Finland 🔗 https://runevision.com https://www.youtube.com/c/runevision https://mastodon.gamedev.place/@runevision
@stromberg90.bsky.social
Senior Technical Artist at The Outsiders http://strombergart.artstation.com Worked on: Metal: Hellsinger, Battlefield 1, Battlefront, Total War: Rome 2, Payday 2 ++.
@amihutz.bsky.social
Rendering Software Engineer tracing rays at NVIDIA | PhD Comp Sci | x-R&D at The Foundry entangling render delegates in Pixar USD | opinions - my own ▴ https://linktr.ee/amihutz ▴
@amplifycreations.bsky.social
We make cool #Unity3d stuff, created Amplify Shader Editor. Asset Store: https://tinyurl.com/AmplifyAssetStore Discord: https://discord.gg/SbNs7zK